Stardew Valley
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Derslayr

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derslayr

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28 comments

  1. matalines
    matalines
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    This mod need to update for 1.6.5. You can built greenhouse but it's affected by season. Mean you cant plant on this greenhouse out of season. Need this mod update badly for 1.6.5
  2. Luiz0Fernando
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    Android compatible?
    1. derslayr
      derslayr
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      If you read the mod page, all compatibility information is listed. Please read mod pages before asking questions about the mod, as they can usually answer questions like this.
  3. ProjektTerror
    ProjektTerror
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    This mod seems to break all buildings when playing co-op. Our coop just makes a door sound and creates an error in PyTK.
    1. derslayr
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      Hi, sorry for late reply but I am not active here often anymore. So there have been a few updates to the game since I released this mod, and I never tested it (or intended to test it) for use in multiplayer. I am no longer maintaining this mod, but it is publicly available for people to look at and update. The mod basically needs to be rewritten, as I made it when I had barely an understanding of the game's internals.
  4. Fansigo1gamer
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    for some reason, after i updated smapi, and i join my save, it just kicks me out to the menu screen not even allowing to see my house. and i see this error message:

    [09:10:01 ERROR game] SContentLoadException: Error loading "Maps/GreenhouseConstruction_SpecialGreenhouse": it isn't in the Content folder and no mod provided it.
       at StardewModdingAPI.Framework.ContentManagers.GameContentManager.RawLoad[T](String assetName, LanguageCode language, Boolean useCache) in SMAPI\Framework\ContentManagers\GameContentManager.cs:line 237
       at StardewModdingAPI.Framework.ContentManagers.GameContentManager.<>c__DisplayClass10_0`1.<Load>b__0() in SMAPI\Framework\ContentManagers\GameContentManager.cs:line 106
       at StardewModdingAPI.Framework.Utilities.ContextHash`1.Track[TResult](T key, Func`1 action) in SMAPI\Framework\Utilities\ContextHash.cs:line 53
       at StardewModdingAPI.Framework.ContentManagers.GameContentManager.Load[T](String assetName, LanguageCode language, Boolean useCache) in SMAPI\Framework\ContentManagers\GameContentManager.cs:line 0
       at StardewValley.GameLocation.loadMap(String mapPath, Boolean force_reload) in C:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 1625
       at StardewValley.GameLocation.reloadMap() in C:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 1816
       at StardewValley.GameLocation..ctor(String mapPath, String name) in C:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 1250
       at StardewValley.Buildings.Building.getIndoors(String nameOfIndoorsWithoutUnique) in C:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Buildings\Building.cs:line 887
       at StardewValley.Buildings.Building.load() in C:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Buildings\Building.cs:line 923
       at StardewValley.SaveGame.loadDataToLocations_PatchedBy<SMAPI.ErrorHandler__spacechase0.SpaceCore>(List`1 gamelocations)
       at System.Threading.Tasks.Task.InnerInvoke()
       at System.Threading.Tasks.Task.<>c.<.cctor>b__277_0(Object obj)
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
    --- End of stack trace from previous location ---
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
    [09:10:01 ERROR SMAPI] An error occurred in the overridden update loop: SContentLoadException: Error loading "Maps/GreenhouseConstruction_SpecialGreenhouse": it isn't in the Content folder and no mod provided it.
       at StardewValley.SaveGame+<getLoadEnumerator>d__95.MoveNext_PatchedBy<spacechase0.SpaceCore>(<getLoadEnumerator>d__95 this)
       at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) in SMAPI\Framework\SCore.cs:line 623

    and i think thats connected with your mod. heres full log: https://smapi.io/log/4c0f8d7443ae46aebdd181c88f6f09f7
    1. derslayr
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      Hi, sorry for late reply. By the time you posted this, Stardew and SMAPI received updates (and likely frameworks that I used to create this mod) that made changes to the way the game loads things. As such, this mod no longer works. I do not have plans to update it, but I believe all code is publicly available if anyone wishes to update it.
  5. deleted141571758
    deleted141571758
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    Hi! Great mod btw.

    I have one question, is it possible to use a different Greenhouse interior for your Greenhouse while the Greenhouse provided by the game itself uses another interior?

    Thanks!
  6. ThatOneGirlTOG
    ThatOneGirlTOG
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    I don't know what's going wrong with this but it keeps giving me an error in my log. The greenhouses are still there but the tiles messed up and had weird lines going through them, went away after i started the game. But I'm still getting the error.
    https://smapi.io/log/cc8895ab737043cdaed52c44ea6fa076
  7. empbott
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    Can Greenhouse Sprinklers be used for Greenhouse Construction?
    1. derslayr
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      I don't know what this mod is to tell you. I have heard of a mod where Robin is able to add upgrades to the greenhouse, and if that is the mod you mean then no it won't work. My buildings are not considered greenhouses like the farm greenhouse is. All compatibility I am aware of is mentioned on the mod page.
    2. lowkie
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      I have tried with Greenhouse Sprinklers and they do not recognize it as a greenhouse.
    3. derslayr
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      Yes, my greenhouses are not greenhouses.
  8. commando2893
    commando2893
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    It's not showing up for me
    1. derslayr
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      Can you explain more of what you mean?
  9. br0kenhalf
    br0kenhalf
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    Is there any problems that you know of about installing this mod after the greenhouse has already been unlocked?
    1. derslayr
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      apologies for late reply, I did not see I had a new comment. I made the mod after I unlocked my greenhouse and i had no issues using the mod.
  10. kazuakisama
    kazuakisama
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    Hi, would it be possible to make a configurable cost? Would be useful for both testing and balancing. I have a game with automate+PFM machines so it'd be easier for me to just make a whole bunch of them so I want to make it super expensive.
    1. derslayr
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      This is something I can look into for the future. I need to learn how to do this with the way I have the building added to the shop, but this sounds not difficult.
    2. derslayr
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      I have made progress on making a configurable cost, though I cannot promise it is the most intuitive to do. I will release that version soon, but if you would like to get the beta version of this I am currently developing, I can send it to you if you contact me in the SDV discord server. My username is the there as it is here.